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yesterday's lumbering dream, today's interactive
The gamepad support is now complete, and is very sleek. I've used the same approach as with the keyboard input and mouse support: avoiding event handling in favor of a full update on keystates and gamepad axis/button/ball/hat states. Obviously, XRhodes being just a wrapper, the client has access to all the SDL funcionality - if you don't query the keys, the mouse, and don't instantiate and query XR::Joysticks, there's little to no significant performance implication (apart from couple of bytes memory usage).
Follow up:
I'm back to my two games now, and by the way, here's some additional info: Pitchblackoids and Paparazzi of the Ancients